CN109147052B - Method and system for simulating and making hair based on Unity3D engine - Google Patents

Method and system for simulating and making hair based on Unity3D engine Download PDF

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CN109147052B
CN109147052B CN201810960673.XA CN201810960673A CN109147052B CN 109147052 B CN109147052 B CN 109147052B CN 201810960673 A CN201810960673 A CN 201810960673A CN 109147052 B CN109147052 B CN 109147052B
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hair
hairstyle
controlling
mesh
combining
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CN109147052A (en
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刘洋
郑婷婷
高松涛
薛飞
林燕燕
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Baobao Bus Co ltd
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Baobao Bus Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/20Finite element generation, e.g. wire-frame surface description, tesselation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping

Abstract

The invention provides a hair simulation making method based on a Unity3D engine, which comprises the steps of creating a hairstyle, creating grids and bones, wherein the bones are created by setting bone control nodes in the hair to determine a bone control position and calculating a difference value of hair movement by adopting a Lagrange difference value; initializing a mesh vertex, a texture coordinate chartlet, a color, a skeleton and triangle information constructed by the mesh vertex, combining the triangle into a surface patch, endowing the surface patch with the texture coordinate chartlet information, and creating mesh rendering; the method comprises the steps of realizing the treatment of the hair style by controlling configuration parameters, combining the single-cluster hair into a complete hair by a skin grid renderer, and updating the hair style according to the refreshing of the configuration parameters; and storing the configuration parameter information of the hair style to save the hair style. The invention also provides a hair simulation making system based on the Unity3D engine, which realizes the custom creation and modification of human hair and has flexibility and high portability.

Description

Hair simulation making method and system based on Unity3D engine
Technical Field
The invention relates to the field of computer graphics, in particular to a Unity3D engine-based hair simulation making method and a Unity3D engine-based hair simulation making system.
Background
The Unity3D engine provides a skinned mesh renderer to render skeletal animations, and the engine's supporting basis for animations is through supporting the manipulation of meshes using skeletons. At present, the Unity3D self-contained tool can only achieve similar effects of clothes, bone joints and the like, and the production of other parts is not achieved.
The existing hairstyle processing method comprises the operations of color, length, curling and the like of the hair by the prop, and on the motion trail of the simulated hair, the set common actions are mainly written into a system in advance, and the actions are directly called when triggered, generally comprise 8 groups, and the hair is blown from eight directions, but the prop effect realized by the mode is too stiff, the flexible control on the hair motion cannot be realized, the hair provided by the art cannot be controlled in a real-time self-defined manner, the change and the maintenance are complex, and the development and maintenance cost is increased.
Disclosure of Invention
One of the technical problems to be solved by the invention is to provide a Unity3D engine-based hair simulation making method, which realizes the custom creation and modification of human hair and has flexibility and high portability.
One of the technical problems to be solved by the invention is realized as follows: a Unity3D engine-based hair simulation production method comprises the following steps:
step 1, creating a hairstyle, comprising:
establishing a mesh, setting positions for placing hair roots through the top points of the hair, using the positions as the top points of the mesh, constructing triangles according to the number of the top points of the mesh, and combining the constructed triangles into a patch;
building bones, defining the bone control positions by setting bone control nodes in the hair in a user-defined mode, determining the number of the bone control nodes and the rotating weight of each control node, and calculating the difference value of hair movement by adopting a Lagrange difference value;
initializing a mesh vertex, a texture coordinate chartlet, color, skeleton and triangle information constructed by combining the mesh vertices, combining a patch through the constructed triangle, endowing the patch with the texture coordinate chartlet information, and creating mesh rendering;
step 2, treating the hairstyle, wherein the hairstyle is treated by controlling configuration parameters, the configuration parameters comprise the color, the length, the width, the curling degree and the rotation angle of the hair, the color and the curling degree of the hair are realized by controlling a texture coordinate mapping, the length and the width of the hair are realized by controlling a grid, and the rotation angle of the hair is realized by controlling a skeleton;
step 3, combining the single-cluster hairs into a complete hair through a skin grid renderer, and updating the hairstyle according to the refreshing of the configuration parameters;
and 4, storing the configuration parameter information of the hairstyle to save the hairstyle.
Further, before step 1, the method further comprises: and (3) judging whether to load a pre-stored hair style, if so, loading the configuration parameters of the stored hair style, and otherwise, entering the step 1.
Further, the texture coordinate map contains texture information of a cluster of hair from the root to the tip of the hair.
Further, the step 2 further comprises: carrying out hairstyle treatment operation through the hairstyle prop:
the hair growing agent and the scissors prop realize the operation of lengthening or shortening the hair by controlling the change of the length parameter;
the hair dyeing and drying device prop realizes the color change operation of hair by controlling the change of color parameters;
the hair curler and the hair straightener prop realize the curling or straightening operation of the hair by controlling the change of the curling parameters;
the hairdryer and the hair washer prop realize the movement operation of the hair by controlling the change of the rotation parameters.
Further, the operation process of the hairdryer comprises the following steps:
a vector value is obtained by obtaining the distance and the direction between the hairdryer and the bone control nodes of the hair, and the rotating angle of each bone control node of the hair in the direction is calculated by combining the using time of the hairdryer and the weight of the bone control nodes, so that the hair motion track is simulated.
The second technical problem to be solved by the invention is to provide a Unity3D engine-based hair simulation production system, which realizes the custom creation and modification of human hair and has flexibility and high portability.
The second technical problem to be solved by the invention is realized as follows: a hair simulation making system based on a Unity3D engine comprises a hairstyle creating module, a hairstyle processing module, a hairstyle generating module and a hairstyle storing module:
the hairstyle creating module is used for creating a hairstyle and comprises the following components:
establishing a mesh, setting positions for placing hair roots through the top points of the hair, using the positions as the top points of the mesh, constructing triangles according to the number of the top points of the mesh, and combining the constructed triangles into a patch;
building bones, defining a bone control position by setting bone control nodes in the hair, determining the number of the bone control nodes and the rotating weight of each control node, and calculating a hair movement difference value by adopting a Lagrange difference value;
initializing a mesh vertex, a texture coordinate chartlet, color, skeleton and triangle information constructed by combining the mesh vertices, combining a patch through the constructed triangle, endowing the patch with the texture coordinate chartlet information, and creating mesh rendering;
the hairstyle processing module is used for processing a hairstyle and realizing the processing of the hairstyle by controlling configuration parameters, wherein the configuration parameters comprise the color, the length, the width, the curling degree and the rotating angle of the hair, the color and the curling degree of the hair are realized by controlling a texture coordinate mapping, the length and the width of the hair are realized by controlling a grid, and the rotating angle of the hair is realized by controlling a skeleton;
the hair style generation module is used for combining the single-cluster hair into a complete hair through the skin grid renderer and updating the hair style according to the refreshing of the configuration parameters;
the hairstyle storage module is used for storing the configuration parameter information of the hairstyle to realize the storage of the hairstyle
Further, before the hair style creating module, the method further comprises the following steps: and judging whether to load a pre-stored hair style, if so, loading the configuration parameters of the stored hair style, and otherwise, executing a hair style creating module.
Further, the texture coordinate map contains texture information of a cluster of hair from the root to the tip of the hair.
Further, the hairstyle processing module further comprises: the treatment operation for the hairstyle through the hairstyle prop:
the hair growth agent and the scissors prop realize the lengthening or shortening operation of the hair by controlling the change of length parameters;
the hair dyeing and drying device prop realizes the color change operation of hair by controlling the change of color parameters;
the hair curler and the hair straightener prop realize the curling or straightening operation of the hair by controlling the change of the curling parameters;
the hairdryer and the hair washer prop realize the movement operation of the hair by controlling the change of the rotation parameters.
Further, the operation process of the hairdryer comprises the following steps:
a vector value is obtained by obtaining the distance and the direction between the hairdryer and the bone control nodes of the hair, and the rotating angle of each bone control node of the hair in the direction is calculated by combining the using time of the hairdryer and the weight of the bone control nodes, so that the hair motion track is simulated.
The invention has the following advantages: the developer only needs to provide the texture coordinate mapping of the hairstyle by art, and the whole hair can be completely manufactured; the method is flexible and high in transportability, and the hair-style prop can be customized according to the service characteristics; the hair style configuration information is modularized, the planning is convenient, the fine arts can adjust the hair conveniently, the hair can be directly loaded and processed after being adjusted and stored, and the development process is shortened.
Drawings
The invention will be further described with reference to the following examples with reference to the accompanying drawings.
Fig. 1 is a flow chart of the implementation of the Unity3D engine-based hair simulation method according to the present invention.
FIG. 2 is a block diagram of a Unity3D engine based hair simulation system according to the present invention.
Detailed Description
Referring to fig. 1, a Unity3D engine-based hair simulation method of the present invention includes:
step 1, creating a hairstyle, comprising:
establishing a mesh, setting positions for placing hair roots through the top points of the hair, using the positions as the top points of the mesh, constructing triangles according to the number of the top points of the mesh, and combining the constructed triangles into a patch;
building bones, defining the bone control positions by setting bone control nodes in the hair in a user-defined mode, determining the number of the bone control nodes and the rotating weight of each control node, and calculating the difference value of hair movement by adopting a Lagrange difference value; the hair mesh created can move naturally by means of simulating bones, the Lagrange difference algorithm is beneficial to smooth transition calculation and is applied to difference operation of hair movement, the accuracy of data is improved, the effect of the hair in the movement process is smoother, and rotation in any direction can be realized;
initializing a mesh vertex, a texture coordinate mapping, a color, a skeleton and triangle information constructed by combining the mesh vertices, combining the constructed triangles into a patch, endowing the patch with the texture coordinate mapping information, and creating mesh rendering;
step 2, treating the hairstyle, wherein the hairstyle is treated by controlling configuration parameters, the configuration parameters comprise the color, the length, the width, the crimpness and the rotation angle of the hair, the color and the crimpness of the hair are realized by controlling a texture coordinate mapping, the length and the width of the hair are realized by controlling a grid, and the rotation angle of the hair is realized by controlling a skeleton;
step 3, combining the single-cluster hairs into a complete hair through a skin grid renderer, and updating the hairstyle according to the refreshing of the configuration parameters;
and 4, storing the configuration parameter information of the hairstyle to realize the storage of the hairstyle.
Preferably, before step 1, the method further comprises: and (3) judging whether to load a pre-stored hair style, if so, loading the configuration parameters of the stored hair style, and otherwise, entering the step 1.
Preferably, the texture map comprises texture information for a tuft of hair from root to tip.
Preferably, the step 2 further comprises: carrying out hairstyle treatment operation through the hairstyle prop:
the hair growing agent and the scissors prop realize the operation of lengthening or shortening the hair by controlling the change of the length parameter;
the hair dyeing and drying device prop realizes the color change operation of hair by controlling the change of color parameters;
the hair curler and the hair straightener props realize the curling or straightening operation of the hair by controlling the change of the curling parameters;
the hairdryer and the hair washer prop realize the movement operation of the hair by controlling the change of the rotation parameters.
Preferably, the operation process of the hairdryer comprises:
the distance and the direction of the skeleton control nodes of the hair and the hairdryer are obtained to obtain a vector value, and the rotating angle of each skeleton control node of the hair in the direction is calculated by combining the using time of the hair dryer and the weight of the skeleton control nodes, so that the moving track of the hair is simulated, and the rotation in any direction can be realized through the rotation realized by the skeleton, so that the hair dryer is more flexible and vivid;
for example, according to the rule of hair movement, the weight of hair root rotation is set to be smaller than the weight of hair tip rotation, and the hair rotation angle and direction are determined according to the time length of use of the prop and the direction of hair blowing, for example, the prop is used for two seconds and is larger than the hair rotation angle when the prop is used for one second;
the hair washer is used for straightening hair downwards vertically, so that the hair washer is irrelevant to the using direction of props and only needs to pay attention to the using time;
the props are used and updated in real time by acquiring configuration parameters.
Referring to fig. 2, a Unity3D engine-based hair simulation system according to the present invention includes a hairstyle creating module, a hairstyle processing module, a hairstyle generating module, and a hairstyle storing module:
the hairstyle creating module is used for creating a hairstyle and comprises the following components:
establishing a grid, setting positions for placing hair roots through the vertexes of the hair, using the positions as the vertexes of the grid, constructing triangles according to the numbers of the vertexes of the grid, and combining the constructed triangles into a surface patch;
building bones, defining the bone control positions by setting bone control nodes in the hair in a user-defined mode, determining the number of the bone control nodes and the rotating weight of each control node, and calculating the difference value of hair movement by adopting a Lagrange difference value; the hair mesh created can move naturally by means of simulating bones, the Lagrange difference algorithm is beneficial to smooth transition calculation and is applied to difference operation of hair movement, the accuracy of data is improved, the effect of the hair in the movement process is smoother, and rotation in any direction can be realized;
initializing a mesh vertex, a texture coordinate mapping, a color, a skeleton and triangle information constructed by combining the mesh vertices, combining the constructed triangles into a patch, endowing the patch with the texture coordinate mapping information, and creating mesh rendering;
the hairstyle processing module is used for processing a hairstyle and realizing the processing of the hairstyle by controlling configuration parameters, wherein the configuration parameters comprise the color, the length, the width, the curling degree and the rotating angle of the hair, the color and the curling degree of the hair are realized by controlling a texture coordinate mapping, the length and the width of the hair are realized by controlling a grid, and the rotating angle of the hair is realized by controlling a skeleton;
the hair style generation module is used for combining the single-cluster hair into a complete hair through the skin grid renderer and updating the hair style according to the refreshing of the configuration parameters;
the hairstyle storage module is used for storing the configuration parameter information of the hairstyle to realize the storage of the hairstyle
Preferably, before the hair style creating module, the method further comprises: and judging whether to load a pre-stored hair style, if so, loading the configuration parameters of the stored hair style, and otherwise, executing a hair style creating module.
Preferably, the texture map comprises texture information of a tuft of hair from root to tip.
Preferably, the hairstyle processing module further comprises: the treatment operation for the hairstyle through the hairstyle prop:
the hair growing agent and the scissors prop realize the operation of lengthening or shortening the hair by controlling the change of the length parameter;
the hair dyeing and drying device prop realizes the color change operation of hair by controlling the change of color parameters;
the hair curler and the hair straightener props realize the curling or straightening operation of the hair by controlling the change of the curling parameters;
the hairdryer and the hair washer prop realize the movement operation of the hair by controlling the change of the rotation parameters.
Preferably, the operation process of the hairdryer comprises:
a vector value is obtained by obtaining the distance and the direction between the hairdryer and the skeleton control node of the hair, and the rotating angle of each skeleton control node of the hair in the direction is calculated by combining the using time of the hairdryer and the weight of the skeleton control node, so that the hair moving track is simulated, and the rotation in any direction can be realized through the rotation realized by the skeleton, so that the hairdryer is more flexible and vivid;
for example, according to the rule of hair movement, the weight of hair root rotation is set to be smaller than the weight of hair tip rotation, and the hair rotation angle and direction are determined according to the time length of use of the prop and the direction of hair blowing, for example, the prop is used for two seconds and is larger than the hair rotation angle when the prop is used for one second;
the hair washer is used for straightening hair downwards vertically, so that the hair washer is irrelevant to the using direction of props and only needs to pay attention to the using time;
the props are used and updated in real time by acquiring configuration parameters.
The hair style prop is controlled by hair style configuration parameters, wherein the length value is used for realizing the function of a scissors prop or a hair restorer prop, the color value is used for realizing the function of a hair washing and dyeing prop or a dryer prop, the coordinate texture mapping information is used for realizing the function of a hair restorer prop, the control of the change of the hair style is realized by combining a plurality of single-cluster hairs into a complete hair through a skin grid renderer and a hair style creation module interface, the real-time change of the hair style is refreshed according to the processing of the hair style prop on the configuration parameters, and the basis is provided for the modification of the configuration parameters by judging the touched position.
By adopting the method to manufacture the hair, a developer only needs to provide the texture coordinate mapping of the hairstyle, and the whole hair can be completely manufactured; the flexibility of hair making can be realized, the transportability is high, the hair-style prop can also be customized according to the service characteristics, and the functions of different props can be added and deleted conveniently; the hair style configuration information is modularized, the planning is convenient, the fine arts can adjust the hair conveniently, the hair can be directly loaded and processed after being adjusted and stored, and the development process is shortened.
Although specific embodiments of the invention have been described above, it will be understood by those skilled in the art that the specific embodiments described are illustrative only and are not limiting upon the scope of the invention, and that equivalent modifications and variations can be made by those skilled in the art without departing from the spirit of the invention, which is to be limited only by the appended claims.

Claims (10)

1. A Unity3D engine-based hair simulation making method is characterized by comprising the following steps: the method comprises the following steps:
step 1, creating a hairstyle, comprising:
establishing a mesh, setting positions for placing hair roots through the top points of the hair, using the positions as the top points of the mesh, constructing triangles according to the number of the top points of the mesh, and combining the constructed triangles into a patch;
building bones, defining the bone control positions by setting bone control nodes in the hair in a user-defined mode, determining the number of the bone control nodes and the rotating weight of each control node, and calculating the difference value of hair movement by adopting a Lagrange difference value;
initializing a mesh vertex, a texture coordinate mapping, a color, a skeleton and triangle information constructed by combining the mesh vertices, combining the constructed triangles into a patch, endowing the patch with the texture coordinate mapping information, and creating mesh rendering;
step 2, treating the hairstyle, wherein the hairstyle is treated by controlling configuration parameters, the configuration parameters comprise the color, the length, the width, the curling degree and the rotation angle of the hair, the color and the curling degree of the hair are realized by controlling a texture coordinate mapping, the length and the width of the hair are realized by controlling a grid, and the rotation angle of the hair is realized by controlling a skeleton;
step 3, combining the single-cluster hairs into a complete hair through a skin grid renderer, and updating the hairstyle according to the refreshing of the configuration parameters;
and 4, storing the configuration parameter information of the hairstyle to realize the storage of the hairstyle.
2. The Unity3D engine-based hair simulation fabrication method according to claim 1, wherein: before step 1, the method further comprises the following steps: and (4) judging whether to load a pre-stored hair style, if so, loading the configuration parameters of the stored hair style, otherwise, entering the step 1.
3. The Unity3D engine based hair simulation fabrication method of claim 1, wherein: the texture map contains texture information for a tuft of hair from root to tip.
4. The Unity3D engine-based hair simulation fabrication method according to claim 1, wherein: the step 2 further comprises: carrying out hairstyle treatment operation through the hairstyle prop:
the hair growing agent and the scissors prop realize the operation of lengthening or shortening the hair by controlling the change of the length parameter;
the hair dyeing and drying device prop realizes the color change operation of hair by controlling the change of color parameters;
the hair curler and the hair straightener props realize the curling or straightening operation of the hair by controlling the change of the curling parameters;
the hairdryer and the hair washer prop realize the movement operation of the hair by controlling the change of the rotation parameters.
5. The Unity3D engine based hair simulation fabrication method of claim 4, wherein: the operation process of the hairdryer comprises the following steps:
a vector value is obtained by obtaining the distance and the direction between the hairdryer and the bone control nodes of the hair, and the rotating angle of each bone control node of the hair in the direction is calculated by combining the using time of the hairdryer and the weight of the bone control nodes, so that the hair motion track is simulated.
6. A hair simulation making system based on a Unity3D engine is characterized by comprising a hair style creating module, a hair style processing module, a hair style generating module and a hair style storing module:
the hairstyle creating module is used for creating a hairstyle and comprises the following components:
establishing a mesh, setting positions for placing hair roots through the top points of the hair, using the positions as the top points of the mesh, constructing triangles according to the number of the top points of the mesh, and combining the constructed triangles into a patch;
building bones, defining the bone control positions by setting bone control nodes in the hair in a user-defined mode, determining the number of the bone control nodes and the rotating weight of each control node, and calculating the difference value of hair movement by adopting a Lagrange difference value;
initializing a mesh vertex, a texture coordinate mapping, a color, a skeleton and triangle information constructed by combining the mesh vertices, combining the constructed triangles into a patch, endowing the patch with the texture coordinate mapping information, and creating mesh rendering;
the hairstyle processing module is used for processing a hairstyle and realizing the processing of the hairstyle by controlling configuration parameters, wherein the configuration parameters comprise the color, the length, the width, the curling degree and the rotating angle of the hair, the color and the curling degree of the hair are realized by controlling a texture coordinate mapping, the length and the width of the hair are realized by controlling a grid, and the rotating angle of the hair is realized by controlling a skeleton;
the hair style generation module is used for combining the single-cluster hair into a complete hair through the skin grid renderer and updating the hair style according to the refreshing of the configuration parameters;
the hairstyle storage module is used for storing the configuration parameter information of the hairstyle to realize the storage of the hairstyle.
7. The Unity3D engine-based hair simulation fabrication system according to claim 6, wherein: before the hair style creating module, the method further comprises the following steps: and judging whether to load a pre-stored hair style, if so, loading the configuration parameters of the stored hair style, and otherwise, executing a hair style creating module.
8. The Unity3D engine-based hair simulation fabrication system according to claim 6, wherein: the texture map contains texture information for a tuft of hair from root to tip.
9. The Unity3D engine-based hair simulation fabrication system according to claim 6, wherein: the hairstyle processing module further comprises: the treatment operation for the hairstyle through the hairstyle prop:
the hair growing agent and the scissors prop realize the operation of lengthening or shortening the hair by controlling the change of the length parameter;
the hair dyeing and drying device prop realizes the color change operation of hair by controlling the change of color parameters;
the hair curler and the hair straightener prop realize the curling or straightening operation of the hair by controlling the change of the curling parameters;
the hairdryer and the hair washer prop realize the movement operation of the hair by controlling the change of the rotation parameters.
10. The Unity3D engine-based hair simulation system according to claim 9, wherein: the operation process of the hairdryer comprises the following steps:
a vector value is obtained by obtaining the distance and the direction between the hairdryer and the bone control nodes of the hair, and the rotating angle of each bone control node of the hair in the direction is calculated by combining the using time of the hairdryer and the weight of the bone control nodes, so that the hair movement track is simulated.
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